Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
Consider defragmenting your HDD after downloading large updates.
A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.38). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy138
A Make Arma Not War Build branch is available for competitors and jury members. It will contain the 1.32 main branch version throughout the rest of the contest. The access code for this branch is: MakeArmaNotWar
You can find the servers in the Steam library (switch the filter to "Tools") - "Arma 3 Server" (based on your OS, it will download the Windows or Linux version).
Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.
Physics simulation powered by NVIDIA® PhysX™. NVIDIA® and PhysX™ are trademarks of NVIDIA Corporation and are used under license.

Cambios aplicados a esta actualizacion:

Added: New style of VR entity:
* OPFOR - more red
* Injured - orange specular / ambient
* Dead - neutral gray specular / ambient
Added: Config support for the dehardcoding of the number keys and function keys
Added: Weapon muzzle velocities are now correctly defined per weapon and not per magazine as before (backward compatibility is maintained as magazine initSpeed is now considered when there is no initSpeed defined in the weapon, while a weapon defined initSpeed overrides the magazine defined value)
Added: NVGs to Pilots' gear
Added: Stomper cargo is now able to use weapons to fire from the vehicle
Added: Conflict + collision groups for new actions
Added: aiRateOfFireDispersion parameter into the base fire mode class with a default value of 1 to introduce basic randomness in AI firing patterns (to-be-tweaked)
Added: FD support for AND target triggers
Added: Black variant of the civilian truck (texture)
Added: Indication of a modded game
Added: Game version indication to the Pause Menu
Added: Ability to disable ramp operation on the Mohawk, Huron and Taru by setting variable "bis_disabled_Ramp" to 1 for the vehicle
Added: Actions for raising and lowering turret. Please note that you need to select a preset again to map these to their default values or set them manually.
Added: Get in / get out actions for the motorboat, set proper animation states
Added: Driver animations for the Civilian Truck
Added: New procedurally generated icons for hand weapons (see documentation)
Added: Preview of default marker color to ComboBox in Insert Marker dialogue
Added: New danger cause (dcbulletClose) to danger.fsm (notes in AI Changelog)
Added: Retexturing OPFOR Ghillie Suit enabled
Added: New layer to make sound more sharp and realistic while hitting ground
Added: Retexturing AAF Ghillie Suit enabled
Added: Plastic_plate penetration material
Added: BIS_fnc_liveFeedSetTarget can be called with an optional parameter for smooth camera transition: [new target, duration of transition] call BIS_fnc_liveFeedSetTarget
Added: onHover texture to default mod logo
Added: Buldozer - Controls for keeping absolute elevation and releasing absolute elevation lock in
Fixed: Displaying of mod logo in the Main Menu via mod.cpp
Fixed: Privatization of the local variable _type in function loadInventory
Fixed: Car fixing wheel animation for the switchMove command (see http://feedback.arma3.com/view.php?id=22346)
Fixed: Camera was sometimes randomly stuck on the closest zoom
Fixed: Front cargo of Zamak trucks
Fixed: Silence gap in looped sample of the Mi-48 Kajman
Fixed: Arsenal meta data were missing
Fixed: Incorrect Z-ordering of the backgrounds of mod icons in the main menu
Fixed: CfgPatches for random classes
Fixed: Issues with a briefing animation
Fixed: Issue with a wrong KIA state while killing a unit getting out from certain vehicles
Fixed: Mortar geometries
Fixed: All stats were visible after hiding and revealing the Arsenal interface again
Fixed: BIS_fnc_VRSpawnEffect now correctly reflects the object's height
Fixed: Collision between optics and close context menu
Fixed: M-900 becomes invisible at medium distance (http://feedback.arma3.com/view.php?id=21637)
Fixed: Weapon accessories ignore 'scopeArsenal' property (http://feedback.arma3.com/view.php?id=22319)
Fixed: 'scopeArsenal' now replaces value of 'scope' in Arsenal, instead of being checked alongside it
Fixed: The explosion of a car can destroy heavily armored vehicles - discovered certain confusion in the functionality of parameters "fuelExplosionPower" and "secondaryExplosion". This fix therefore revised all these parameters, optimized explosions of all vehicles and also added a (hopefully) proper description of relations between these parameters and vehicle destruction explosions.
Fixed: Prone reload speed for Katiba, Mk200, TRG-20 and Zafir
Fixed: Speed of cargo idles
Fixed: Leg memory points were not in proper selections (http://feedback.arma3.com/view.php?id=20761)
Fixed: BOOT04 scenario
Fixed: Possible error message in Supports module
Fixed: Impenetrable glass door, material on stairs and normal maps for tiles for Ghost Hotel
Fixed: Possible error message in BIS_fnc_traceBullets
Fixed: Scripting error in BIS_fnc_VRHitpart
Fixed: Task completion bug in MP Headhunters
Fixed: Simulation Manager now works correctly even for UAVs
Fixed: FFV positions in Civilian Truck. Slightly reduced head shake in one of the get in animations. Zamak should now be entered and exited correctly.
Fixed: Kart drivers declared so their DLC icons would display
Fixed: setOwner was incorrectly used on a single module (it's part of a group)
Fixed: OK and TRY buttons were active even in lite versions of Arsenal
Fixed: CoF: Orange 3 sniper rifle on the ground would not always be there after restart
Fixed: FD competitors could receive 1 more magazine on restart compared to the first start
Fixed: Fatigue was not reset when a Firing Drill was (soft) restarted
Fixed: Using a more robust method of disabling saves in FDs / TTs (so that CoF: Green does not incorrectly allow saving)
Fixed: Zamak tires deflate correctly when destroyed
Fixed: RscHTML lacked x, y, w, h coordinates, leading to errors when created using ctrlCreate
Fixed: scope parameter used in CfgMarkerColors and CfgMarkerBrushes (1 - visible in editor, 2 - visible in editor and ingame map)
Fixed: Adjusted tail blade radius for Mohawk
Fixed: Assault boat front seat was able to aim through the Boat
Fixed: Several modules now display author properly
Fixed: Silenced MX should have the correct sample
Fixed: Commander hatch of Scorcher doesn't disappear anymoar
Fixed: Titan AA missile had a bad shape while fired
Fixed: Resolved a conflict of cfgSkeletons classes.
Fixed: Broken macro in Team Switch dialogue (no visible change in the game, but less error messages in RPT)
Fixed: Some modules were in the editor wrongly marked as a part of Zeus DLC.
Fixed: BIS_fnc_loadInventory had problem loading corrupted inventory save
Fixed: Wrong attachments order in loadInventory function
Fixed: Adjusted position of optics for static GMG
Fixed: Further decreased weights of various fences in an attempt to fix vehicle collision issue
Fixed: Adjusted memory points in tank turrets to prevent shooting through walls
Fixed: DLC Content Browser - DLC icons made sharper
Fixed: Diesel Power plant now shows on 2D map
Fixed: Default turret should not have a copilot capability
Fixed: Rear door cargo proxies in Huron should now be consistent across LODs
Tweaked: Rahim reload animation has proper right hand IK curve
Tweaked: Lowered armor of lights on Slammer, Kuma and Offroad
Tweaked: Mi-48 pilot shaking view pilot calmed down. Added settleIn free variants for basic cargo anims.
Tweaked: Tucked in the cargo in the Van
Tweaked: Adjusted FFV limits for the civilian Truck
Tweaked: Armex engineers have had to further improve the suspension of the Mora after an incident on Agia Marina military range where a squad of officers was transported and it turned over. AAN reports one wounded, two bruised and three severely humiliated.
Tweaked: UI textures for static weapons
Tweaked: Weapon SFX overhaul (sidearms, rifles, SMGs, machineguns and suppressors). Stay tuned to dev.arma3.com for a related OPREP.
Tweaked: availableForSupportTypes for various helicopters to include Drop and Transport types for those that can perform it
Tweaked: Car fixing animation for switchMove / playMove commands
Tweaked: Better support for cutscene animations and playMove / switchMove (more briefing anims)
Tweaked: Decreased the positive impact of suppressors over the weapons’ muzzle speeds to more reasonable levels
Tweaked: Steering force coefficient of parachutes
Tweaked: Memory points of transport trucks
Tweaked: Pistol <> rifle transition
Tweaked: Get in / get out positions for the Motorboat model
Tweaked: Cargo proxies for Civilian Truck (soldier intersecting with van body)
Tweaked: Sounds have a new data structure. It is a work-in-progress, and the old references to sounds_f\weapons should still work fine for now
Tweaked: Minor adjustments to MX samples
Adjusted: Minor volume changes for launchers
Tweaked: AAF vests visually tweaked
Tweaked: Additional visual tweaks on AAF vests
Tweaked: Minor sound changes for static GMGs
Tweaked: Textures for pop-up targets
Tweaked: Texture of indicator of modded game
Changed: Renamed control menuBack to navigateMenu to fix profile customisations
Changed: Punishment animations are now triggered using playMove instead of playMoveNow in Zeus Bootcamp
Changed: Identity of VR Entities set so they won’t spawn with any facewear
Changed: Whitelisted setSpeaker for BIS_fnc_MP
Changed: Animation state for the land get in action for Motorboat
Changed: Altis and Stratis were binarized using a new version to optimize loading times and AI pathfinding capabilities
Changed: Adjusted dispersion of Starter pistol
Changed: AI detection distance of bullet hit/fly-by & grenade explosion
Changed: Re-generated general macros for cfgVehicles
Changed: All new samples for UGL
Improved: Open / Close ramp commands localized
Improved: Hit detection in function VRHitpart
Optimized: Weights of various walls in an attempt to fix a vehicle collision issue
Removed: Unnecessary NV goggles from the player in Showcase Fixed-Wings

Extras:

Tweaked: Showcase Fixed wings - Helicopter hit confirmation is dependent on which weapon the player used (cannon, AA, etc.)
Fixed: Showcase Commanding will fail if the player disables the Hummingbird
Fixed: Damage Control: The mission correctly fails if the Hunter becomes immobilized
Fixed: Common Denominator: Ensured the HUD is properly disabled during the opening cutscene
Fixed: Common Enemy: Mission will properly fail if Miller is killed by the player after regrouping
Fixed: Common Enemy: Miller will no longer run out of ammo

Engine:

Added: Sound: Helper classes for effect management
Added: DLC notification for premium gear take actions
Added: AI rate of fire randomization (new parameter aiRateOfFireDispersion)
Added: Current app ID property / getter [SteamLayer]
Added: Indication of a modded game
Added: Game version indication to the Pause Menu
Added: Reworked gear tooltips to support DLC notifications
Added: Script function configSourceModList for listing the whole list of mods that modified a config class
Added: Command line parameter cfgDependencies for printing a list of all configs loaded with all dependencies (the list is in the order in which the configs are loaded)
Added: setGroupOwner script command for changing the locality of a group (setOwner will no longer work for objects with AI)
Added: DLC notification whitelist for selected scenarios (VR Arsenal)
Added: Sound: Additional sample for Hold Breath
Added: Enabled Firing From Vehicles inertia
Added: Drawing an icon next to non-owned drones in the UAV terminal label
Added: getGroupOwner - server-side script command for retrieval of group locality
Added: Unique ID to inventory items (for MP - WIP)
Added: Script command for listing weapon's attachments in cargo (weaponAttachments)
Added: DLC / mod icons in scenario lists (showcases, challenges)
Added: Detection of bullets flying close to unit
Added: Support for changing picture colours in tree
Added: PhysX library is able to run from network drive
Added: Support for server-only mods with new console parameter serverMod
Added: Improved detection of observed kills
Added: Procedurally composed icons for gear (Documentation)
Added: New commands for setting colour of pictures in lnb list box type
Added: "append" script command for appending one array to another
Added: Scrollbar for long script examples in help dialog
Added: Supersonic crack in 3D & flying bullets sound
Added: New script commands enableUAVWaypoints and waypointsEnabledUAV to enable/disable option for player to set waypoints for UAV in AV terminal
Added: Buldozer - configurable user actions for Ability to lock elevation of objects during terrain sculpting
Added: Ai will not eject without parachutes, but will jump if heli is close to ground
Fixed: 3d person view camera shake caused by damage
Fixed: Added network support for turret elevation
Fixed: Wrong response for the SetMaxHitZoneDamage network message sent to servers
Fixed: Unable to switch positions in vehicles in MP
Fixed: Building game without enabling Dedicated Server
Fixed: AI reaction to being alerted by nearby explosions
Fixed: CTD after initializing MenuItem
Fixed: Menu item at the bottom of the list if its set for the "back" action
Fixed: Crash while processing disclosure info
Fixed: ZGM Virtual Reality - Crash while controlling UAV
Fixed: New NavigateMenu to force new key presets and fix opening the command menu on RMB
Fixed: All vehicle lights are handled using using context menu actions
Fixed: Ships are steerable by mouse the same way as ground vehicles
Fixed: setDamage 0 did not fix rotors for PhysX helicopters
Fixed: Attempt to fix more PhysX CTDs
Fixed: Properly reading allowedVote(dAdmin)Cmds in case they are left empty
Fixed: Tail rotor destruction
Fixed: Event handler "IncomingMissile" did not return the shooter when added to a laser target object (http://feedback.arma3.com/view.php?id=20739)
Fixed:Crash when releasing XA2Device
Fixed: Possible fix of sound dropping out during the game
Fixed: Sound: Waves not included into submix (weapon sounds heard too far away)
Fixed: CTD when reloading a weapon
Fixed: Using a directory name as mod ID (modDir) when a full path is defined
Fixed: Vote / voted admin commands in UI visible according to Dedicated Server settings
Fixed: Skill of AI units being propagated over the network properly
Fixed: PhysX scene lock assert when releasing actors
Fixed: Stick analog axis (gamepad triggers) can be used as triggers for toggled / click actions
Fixed: AI soldiers planning their path through objects along the coastline
Fixed: Problem with non-valid PhysX transforms and forces
Fixed: PersonTurret save backward compatibility
Fixed: Desync problem after changing locality of a vehicle
Fixed: Added missing serialization of FFV dynamic limits
Fixed: Paragliding should not be FPS-dependen
tFixed: Freefall should not be FPS-dependent
Fixed: Artillery scope info
Fixed: Negative axis for clicks, small refactoring
Fixed: Linux build issue for joysticks
Fixed: Various warnings
Fixed: Mouselook without weapons and FFV with lowered weapon
Fixed: scope parameter used in CfgMarkerColors and CfgMarkerBrushes (1 - visible in editor, 2 - visible in editor and ingame map)
Fixed: Dedicated Server vote / voted-admin commands pre-init / post-init settings handled properly by UI on a MP clientFixed: CTD and Enable button in controller window
Fixed: Crash after using tvClear command
Fixed: Distance sliders in video options
Fixed: setOwner/setGroupOwner does not work when transferring locality from client to DS
Fixed: setGroupOwner should only transfer group locality when the group leader is a player
Fixed: AI could get stuck planning paths from inside to outside of a structure (and vice versa) while in close proximity to the exit/entrance.
Fixed: Ejected casing are now drawn correctly in 1st person (http://feedback.arma3.com/view.php?id=9159)
Fixed: Attempt to fix random PhysX ragdoll crashes
Fixed: Possible CTD in drawing waypoint in radar
Fixed: Telescopic turret elevation did not sync in MP
Fixed: Using undefined maths operations in scripts crashes the game
Fixed: getOwner/getGroupOwner return wrong playerID
Fixed: Stance indicator visible for pilots
Fixed: Disabled optics in vehicle after sprinting & getIn action
Fixed: setGroupOwner can now transfer locality of HC groups
Fixed: Loading of thresholds for analog controller axes
Fixed: Strings for axes (plural of axis, not the wood chopping stuff) were localized internal strings instead of OS ones
Fixed: Passengers should not see broken radar in helicopter
Fixed: Added detection for local remote players for setGroupOwner
Fixed: Added support for NaN values for operators and maths functions
Fixed teamswichCommand does not open TS window, when TS is disabled
Fixed: Briefing - Game crashes when managing items in the briefing inventory
Fixed: Crash when accessing an out-of-bounds LOD level
Fixed: Possible CTD when loading Zeus game saved inside UI
Fixed: Soldier stops after reaching a position in the house if this position is located under his target position in one of the upper floors
Fixed: AI reaction to danger should be faster
Fixed: Incorrect sound on Linux DS
Fixed: Lock, lockdriver and lockturret also lock ability to control positions in UAV vehicles
Fixed: Cross-hair should not be visible for cargo
Fixed: Sling Load Assistant disabled for personTurrets
Fixed: soldier AI lay down for no reason
Fixed: cross-hair should not be visible for cargo
Fixed: Slingload manager disabled for FFV turrets
Fixed: Possible synchronization issue when splitting long network commands
Fixed: various issues with disabled personTurrets
Fixed: Properly reading LOD levels inside a vehicle
Reinit weaponholder in physx scene and apply angular velocity
Fixed: FFV turrets enabled state propagation through network
Fixed: FFV crash when changing position of soldiers in MP
Fixed: Crash in GetFormationPosImmediate
Fixed: Crash whet releasing the PhysX scene
Fixed: Hovering weapons from remote ragdoll
Fixed: Double press of Enter was needed to switch to external cam in vehicle
Fixed: Crash when sooting to unit without defined hitpoints
Fixed: fixed zoom artifacts when switching optics mode in other view modes than gunner
Changed: In MP all players can switch seats
Changed: Unlocking hardcoded number keys and function keys
Changed: setSkill - AI skill can now be set for local units or for any if executed on the server
Changed: Allowing setOwner to be called the old way - even for objects with AI - for now
Changed: setOwner now works with agents
Changed: weaponAttachments renamed to weaponAccessoriesCargo (this set of technologies is not yet ready for use, heavily WIP)
Changed: Refactor PhysX scene thread synchronization to be more reliable
Tweaked: Changed the minimal message time prediction delta
Tweaked: Better localization handling in the paramfile for SteamLayer
Tweaked: Sound: Fireplaces and campfires
Tweaked: Backpack / AI inventory MP code refactored (should not change functionality, but clean up the implementation)
Tweaked: 2D stereo effect
Tweaked: Improved soldier zeroing precision (by 0.05%)
Tweaked: Adjusted mod detection for config classes
Tweaked: Send player position message as high priority once per second
Tweaked: Report more info on invalid matrices given to PhysX
Tweaked: Network diagnostics now show only necessary locality info
Tweaked: Replacing repeated code by methods for joysticks
Improved: AI will not eject from a plane nor heli, if it doesn't have a parachute
Improved: Dropped weapon objects now use hidden selections for drawing
Improved: Progress bar color can be set via the ctrlSetTextColor command
Improved: Registry keys were acquired and released periodically (merged from DayZ)
Modified: InitSpeed in weapons - zero value in weaponType::initSpeed means that magazineType::initSpeed will be used (initSpeed set to positive values in a weapon means a constant speed of the weapon independent on its magazine. Negative values mean a multiplier for initSpeed set in the magazine. Setting it to 0 means that the speed is going to be taken from magazine, this equals to setting initSpeed in the weapon to -1)
Optimized: Registry access